You and any friendly creature within your divine aura have a +1 bonus to AC.
You and any friendly creature within your divine aura have a 1d4 bonus to skill checks and saving throws.
You and any friendly creature within your divine aura have a bonus to saving throws equal to your Charisma modifier.
While conscious, you have an aura (5 feet per paladin level, "divine aura") that grants you and any friendly creature within the aura immunity to the frightened condition.
You and any friendly creature within your divine aura have advantage on saving saving throws against the charmed condition.
You and any friendly creature within your divine aura can't make saving throws with disadvantage.
You and any friendly creature within your divine aura have resistance to necrotic and radiant damage.
You inherit the dispel magic and lesser restoration spells as paladin spells.
When a hostile creature takes the Move action within your aura, you can take the Magic action as a reaction to cause it to make a Wisdom saving throw against your Charisma DC. On a failed save, for 1 minute or until you use this ability on a different creature, the target has disadvantage on attack rolls and must succeed on a Wisdom saving throw against your Charisma DC before it can take the Move action.
You can take the Attune task during the Rest action for 8 hours, choose one level 1 paladin spell that has a casting time of 2 or 1 actions, and become imbued with the chosen spell until the attunement ends.
You gain one Cleric Feat of your choice.
When you take the Attack action, you can use Charisma for the attack and damage rolls.
When you cast the divine smite spell, the spell's damage die increases by one size.
You inherit the detect evil and good spell as a paladin spell.
You can add your Charisma modifier as radiant damage to the damage of any paladin cantrip you cast.
You can take the Magic action to cause your Faithful Steed to appear in an unoccupied space of your choice within 30 feet of you. You choose the appearance your Faithful Steed takes when you use this feature: a camel, a dire wolf, an elk, or a horse. You also choose whether its creature type is celestial, fey, or fiend. The Faithful Steed is considered tamed by you.
The Faithful Steed disappears if you use an action to dismiss it, if you use this feature again, if it is reduced to 0 Hit Points, or if you die, dropping anything it was carrying in an unoccupied space within 5 feet of it.
You can take the Attack action as one action, but only twice on the same turn.
You can take an additional reaction before the start of your next turn.
You gain one Barbarian Feat, Fighter Feat, Monk Feat, or Warlord Feat of your choice.
While you haven't consumed more than a day's worth of food and water in the last 24 hours, you can prepare cleric spells are paladin spells.
When a creature takes the Attack or Magic (Spellcast) action targeting a friendly creature within reach, you can take a reaction to cause the attack or spell to target you instead.
Whenever you finish a long rest, you can cause yourself to gain the silenced condition, which lasts until you finish a long rest and can’t be removed in any way except for a wish spell. Thereafter, until you finish a long rest, you don’t have to provide the verbal component of any paladin spell you cast, and any paladin spell you cast deals an additional damage die.
When you take the Attack action while there are no friendly creatures within 30 feet of you, the attack roll can't be made with disadvantage.
When you take the Attack action with a melee weapon and hit, you can expend mana points to deal 1d8 radiant damage for 6 mana points that you expend, to a maximum of 5d8. Moreover, you can use your Charisma DC for the maneuvers you use.
You have advantage on Constitution saving throws to maintain concentration on paladin spells.
When you take the Patrol task during the Rest action, you have mastery in the Perception skill for its duration. Moreover, you can finish long rest if you take the Meditate task for at least 4 hours.
You can take the Magic action, touch a creature (except construct and undead) within reach, and cause it to regain a number of d4s of hit points equal to your paladin level.
Once you use this ability, you can't use it again until you finish a short rest, unless you expend 4 mana points to use it again